Kistaro Windrider
fb5aaeccfc
This seems like the least complicated way to get the desired reusable behaviors.
224 lines
5.5 KiB
Go
224 lines
5.5 KiB
Go
package koboldsim
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import (
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"errors"
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"git.chromaticdragon.app/kistaro/CardSimEngine/cardsim"
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)
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var (
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ErrOptionNotEnabled = errors.New("option not enabled")
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ErrPolicyNotEnacted = errors.New("cannot unenact policy that is not enacted")
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)
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type Policy interface {
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cardsim.CardOption[*KoboldMine]
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// Unenact reverses the previous enactment of this policy.
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Unenact(p *Player) error
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// LastEnacted informs this Policy which choice was last enacted and
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// which index it is under; this allows it to prepare to describe
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// itself differently depending on the last selected policy. If no
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// option has ever been chosen for this card, the index is -1.
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//
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// The Card that would present this Policy as an option must use this,
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// and provide the active policy that this is a candidate to replace,
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LastEnacted(int, Policy)
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// Is returns whether this policy is this other policy. This is a strict
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// identity equality check, don't do anything clever here.
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Is(Policy) bool
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}
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// A SwitchingCard is an issue card that remembers which option was selected
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// previously, and undoes it before doing a different one. It is always valid
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// to draw.
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type SwitchingCard struct {
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Name cardsim.Message
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Desc cardsim.Message
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IsUrgent bool
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After func(*SwitchingCard, *Player, CardOption) error
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Policies []Policy
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lastPolicy Policy
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}
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// Title implements Card.
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func (s *SwitchingCard) Title(*Player) cardsim.Message {
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return s.Name
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}
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// Urgent implements Card.
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func (s *SwitchingCard) Urgent(*Player) bool {
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return s.IsUrgent
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}
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// Drawn implements Card.
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func (s *SwitchingCard) Drawn(*Player) bool {
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return true
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}
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// EventText implements Card.
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func (s *SwitchingCard) EventText(*Player) (cardsim.Message, error) {
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return s.Desc, nil
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}
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// Options implements Card.
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func (s *SwitchingCard) Options(*Player) ([]CardOption, error) {
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lastIdx := -1
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for i, p := range s.Policies {
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if p.Is(s.lastPolicy) {
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lastIdx = i
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break
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}
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}
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ret := make([]CardOption, len(s.Policies))
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for i, p := range s.Policies {
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p.LastEnacted(lastIdx, s.lastPolicy)
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ret[i] = p
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}
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return ret, nil
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}
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// Then implements Card.
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func (s *SwitchingCard) Then(p *Player, o CardOption) error {
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newPolicy := o.(Policy)
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var errs cardsim.ErrorCollector
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if !newPolicy.Is(s.lastPolicy) {
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err := s.lastPolicy.Unenact(p)
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if cardsim.IsSeriousError(err) {
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return err
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}
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errs.Add(err)
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}
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s.lastPolicy = o.(Policy)
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if s.After != nil {
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errs.Add(s.After(s, p, o))
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}
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return errs.Emit()
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}
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// BasicPolicy is a straightfoward implementation of Policy. If the currently
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// enacted option is re-enacted, it refunds the player's action point.
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type BasicPolicy struct {
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UnenactedDesc cardsim.Message
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EnactedDesc cardsim.Message
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NothingChanged cardsim.Message
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Do func(*Player) (cardsim.Message, error)
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Undo func(*Player) error
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CanDo func(*Player) bool
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currentlyEnacted bool
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}
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// YesWeCan returns true. It's the default value for BasicPolicy.CanDo / BasicPolicy.CanUndo.
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func YesWeCan(*Player) bool {
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return true
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}
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// lastEnacted notifies b about the last-enacted policy in its group. It updates
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// b.currentlyEnacted accordingly and returns itself.
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//
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// It also installs placeholders if CanDo or CanUndo is unspecified.
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func (b *BasicPolicy) LastEnacted(_ int, p Policy) {
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b.currentlyEnacted = false
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if o, ok := p.(*BasicPolicy); ok && o == b {
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b.currentlyEnacted = true
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}
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if b.CanDo == nil {
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b.CanDo = YesWeCan
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}
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}
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// OptionText implements CardOption.
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func (b *BasicPolicy) OptionText(*Player) (cardsim.Message, error) {
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if b.currentlyEnacted {
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return b.EnactedDesc, nil
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}
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return b.UnenactedDesc, nil
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}
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// Enact implements CardOption.
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func (b *BasicPolicy) Enact(p *Player) (cardsim.Message, error) {
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if b.currentlyEnacted {
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p.ActionsRemaining++
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if b.NothingChanged == nil {
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b.NothingChanged = cardsim.MsgStr("You continue your current approach.")
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}
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return b.NothingChanged, nil
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}
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if !b.CanDo(p) {
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return nil, ErrOptionNotEnabled
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}
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return b.Do(p)
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}
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// Unenact implements Policy.
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func (b *BasicPolicy) Unenact(p *Player) error {
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if !b.currentlyEnacted {
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return ErrPolicyNotEnacted
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}
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return b.Undo(p)
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}
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// Enabled implements CardOption.
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func (b *BasicPolicy) Enabled(p *Player) bool {
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if b.currentlyEnacted {
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return true
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}
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if b.CanDo == nil {
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b.CanDo = YesWeCan
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}
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return b.CanDo(p)
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}
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func (b *BasicPolicy) Is(p Policy) bool {
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if o, ok := p.(*BasicPolicy); ok {
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return o == b
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}
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return false
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}
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// A DescResuilt is descriptive text for an option and the text result of
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// enacting that option when it was described this way.
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type DescResult struct {
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Desc cardsim.Message
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Result cardsim.Message
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}
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// A VerbosePolicy is an extension to a BasicPolicy. It emits the BasicPolicy's
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// `UnenactedDesc` and the message returned from Do only when no policy has ever
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// been enacted for this card; otherwise, it looks up the description and result
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// from a slice using the index of the last policy selected.
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type VerbosePolicy struct {
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*BasicPolicy
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lastIdx int
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Content []DescResult
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}
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func (v *VerbosePolicy) LastEnacted(i int, p Policy) {
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v.lastIdx = i
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v.BasicPolicy.LastEnacted(i, p)
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}
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func (v *VerbosePolicy) OptionText(*Player) (cardsim.Message, error) {
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if v.lastIdx < 0 {
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return v.BasicPolicy.UnenactedDesc, nil
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}
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return v.Content[v.lastIdx].Desc, nil
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}
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func (v *VerbosePolicy) Enact(p *Player) (cardsim.Message, error) {
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msg, err := v.BasicPolicy.Enact(p)
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if v.lastIdx >= 0 {
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msg = v.Content[v.lastIdx].Result
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}
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return msg, err
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}
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func (v *VerbosePolicy) Is(p Policy) bool {
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if o, ok := p.(*VerbosePolicy); ok {
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return o == p
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}
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return false
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}
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